production blog

techniques behind the prototype #4 “inside Unity”

I’d like to close this prototype overview soon, so this will be one of my last posts on the subject. It’s time to make some ground on the production side, get some stuff finally done. (Hear, hear! ;) )

I’d still like to write a dedicated post on the frog, but lets see when that happens.

The primary goal, ‘le grand objectif’, is to finish the first three sets this year. (sounds crazy slow if you think we’ll have to do ~35 sets in total…. totally crazy…) – Fortunately (or unfortunately) I’m still hoping for a miraculous increase in efficiency ;) so the journey continues. But this manual effort/process with a decent and consistent quality was and is very time consuming, and nothing will ever change that.

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You can clearly see how “fake” the set is ;) lowres geometry and some sprites positioned in 3D space. That’s basically it. (yellow and red labels represent hotboxes, orange ones are triggers in the game)

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and that’s all I got for today. Hopefully these screenshots give you some insight or ideas of how this kind of projection mapping works.